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Light pruning on Toy Story 4

Published: 28 July 2019 Publication History

Abstract

Pixar films have recently seen drastically rising light counts via procedural generation, resulting in longer render times and slower interactive workflows. Here we present a fully automated, scalable, and error-free light pruning pipeline deployed on Toy Story 4 that reduces final render times by 15--50% in challenging cases, accelerates interactive lighting, and automates a previously manual and error-prone task.

References

[1]
Brent Burley, David Adler, Matt Jen-Yuan Chiang, Hank Driskill, Ralf Habel, Patrick Kelly, Peter Kutz, Yining Karl Li, and Daniel Teece. 2018. The Design and Evolution of Disney's Hyperion Renderer. ACM Trans. Graph. 37, 3, Article 33 (July 2018), 22 pages.
[2]
Renee Tam, Bill Reeves, and Justin Ritter. 2016. Efficient feedback-based illumination and scatter culling. (Jan. 2016).

Cited By

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  • (2024)Cache Points for Production-Scale Occlusion-Aware Many-Lights Sampling and Volumetric ScatteringProceedings of the 2024 Digital Production Symposium10.1145/3665320.3670993(1-19)Online publication date: 24-Jul-2024
  • (2021)Fast median filters using separable sorting networksACM Transactions on Graphics10.1145/3450626.345977340:4(1-11)Online publication date: 19-Jul-2021

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  1. Light pruning on Toy Story 4

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    cover image ACM Conferences
    SIGGRAPH '19: ACM SIGGRAPH 2019 Talks
    July 2019
    143 pages
    ISBN:9781450363174
    DOI:10.1145/3306307
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 28 July 2019

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    Author Tags

    1. katana
    2. light path expressions
    3. rendering optimization
    4. renderman
    5. universal scene description

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    View all
    • (2024)Cache Points for Production-Scale Occlusion-Aware Many-Lights Sampling and Volumetric ScatteringProceedings of the 2024 Digital Production Symposium10.1145/3665320.3670993(1-19)Online publication date: 24-Jul-2024
    • (2021)Fast median filters using separable sorting networksACM Transactions on Graphics10.1145/3450626.345977340:4(1-11)Online publication date: 19-Jul-2021

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